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Old 10-05-2009, 09:29 AM   #1 (permalink)
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Red face A normal map problem?

Hello guys,

I bet it has been posted before, but I couldn’t find it.

I finally got some time to get into texturing some of my models to see how it feels to have a finished piece.





But while I was trying to generate normals from a Zbrush sculpt I faced this problem here.





I thought that is because of my UV distribution, but I got the same result after trying different UV layouts.

It will be great if anyone can share some ideas here.

Thanks.
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Old 10-05-2009, 09:31 AM   #2 (permalink)
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Try inverting the green channel of the normal map.
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Old 10-05-2009, 10:34 AM   #3 (permalink)
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Thanks Talon.

But the problem remains... I must be doing something wrong.
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Old 11-05-2009, 04:15 AM   #4 (permalink)
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just to show what happend:

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Old 11-05-2009, 04:33 AM   #5 (permalink)
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Itīs like you have overlapping uvīs? That left and right side is just mirrored. And if so, it will show like you have there. Otherwise I donīt know whats wrong.
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Old 11-05-2009, 04:46 AM   #6 (permalink)
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Aaaah, yes. It's a mirrored normal map seam, it's fixable.

Check this out.

EDIT:

On further inspection, it doesn't look like the mirrored normal map seam error, it looks like the inverted lighting bug. This is only present on really old normal map shaders, what shader are you using to display your normals?
And I'm assuming this is a tangent-space normal map? Mirroring geometry with object-space is physically impossible as far as I know.
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Old 11-05-2009, 06:13 AM   #7 (permalink)
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Thanks guys,

It’s not a mirrored normal map seam.


pankake: it is a tangent space NM and i am using max's 2009 standard fx shader.

Do I have to see some other shaders?


Also thanks for that link... awesome tutorial... it helped me in some other work I am doing, but not this one.


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Old 11-05-2009, 06:29 AM   #8 (permalink)
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Yeah, I'd say you should get a proper viewport shader, Xoliul's or Doylle's will do.

Xoliul boasts his is like 500,000 times better, and that Doylle's is smelly, so yeah, the choice is clear.

3DS Max 2009's is clunky, old and basic (2010's has been rebuilt and is more up-to-standard with today's techniques).
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Old 11-05-2009, 08:31 AM   #9 (permalink)
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I will definitely do that... I already have the (god damn goes down better) Xoliul shader, so I will post what will happen fixed or not soon.

Also I wish to try that marmoset toolbar everybody talks about ones I finish downloading it maybe later this year… thanks to the super sonic link they provided.

Cheers.

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Old 11-05-2009, 11:40 PM   #10 (permalink)
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so i used the Xoliul shader and the result was great:





but wait a minute... the problem remains:





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